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  1. It has been a while since I have written one of my blog entries about the technical challenges of making my RPG "Penult" for the Atari 2600. By far my biggest challenge has been making the game with the extreme memory constraints of the console, so this entry will discuss how I dealt with those issues. RPGs tend to be very memory-hungry. You need to keep track of a character's name, stats, inventory, experience, location, current state, etc. If there are multiple party members, these need to be tracked for each character. The Atari 2600, on the other hand, only has 128 bytes of RAM. For Penult, I am using a cartridge format that lets me double that, for a total of 256 bytes of RAM, or one quarter of a kilobyte. Over half of this RAM is used to track the tiles currently displayed on the viewport portion of the screen as well as the text characters in the two text lines below the viewport. The visible map is 12 tiles wide by 7 tiles tall, for a total of 84 tiles. The text lines below the viewport are each 24 characters long, or 48 for both. All of these together take up 132 bytes of the 256 bytes available, leaving 124 bytes remaining. The Stack On the Atari 2600, stack space comes from the same limited pool of RAM. Every subroutine call takes two bytes to store the return address of that routine on the stack. Due to the extremely limited RAM available, I was careful to never use more than 4 bytes of stack space, which means never having more than two levels of nested subroutines. Allowing 4 bytes for the stack means that the actual amount of RAM available for the game is only 120 bytes. Hero Name and Gender When you only have 120 bytes of RAM to work with to make an RPG, even allowing the player name their character seems daunting, as that name would have to be stored in RAM. I considered having the hero already be named, or letting the player choose from a variety of pregenerated names, but these options didn't appeal to me for the style of game I was making. In the end, I allowed players to use up to 6 letters for the hero's name, and I have code to compress this along with the choice of gender down to 4 bytes of RAM. Companions With extremely limited RAM, having a party of characters each with their own stats simply isn't feasible. Even a single companion would require at least 16 bytes to keep track of stats, equipment, etc. However, having the hero adventure alone didn't fit the style of game I was trying to make, either. My solution was to have the hero have a small fey dragon companion that under the hood shared most of the hero's stats, and didn't need any of its own equipment. The dragon e.g. has the same maximum hit points as the hero, and always starts with maximum hit points at the beginning of combat. The hero's level is used for things like attack roll modifiers in combat. Finally, the power of the dragon's abilities is based on the hero's game stats. E.g. if the hero has a high strength, then the dragon's bite will do more damage, or if the hero has a high intelligence, then the dragon's breath will be more damaging, and its heal ability will heal more hit points with each usage. This also has the side effect of having the dragon companion of different heroes have different strengths and weaknesses, and it also means that dragon's effectiveness will automatically increase as the hero becomes more powerful. Single-bit Variables A byte has 8 bits, and I keep track of as much as I can in the game with bits instead of bytes. I use 7 bytes to effectively make 56 single-byte variables in the game to save RAM (actually more than this since some bits end up getting reused in different parts of the game). Temp Variables Since the Atari 2600 doesn't have screen memory, a character display, etc, 28 bytes of RAM is used to build and display the 96-pixel visible screen kernel that I use for the viewport and text lines. Since these bytes do not have to maintain their values after the screen is drawn, it means they are available in other parts of the code to use as temp variables. Whenever I can, I make heavy use of temp variables in my code to avoid reserving more of the very limited RAM for permanent variables. Variable Reuse Also to save RAM, there are many variables that get used for multiple purposes. E.g. variables that are used in combat may be used for other purposes out of combat. This can be tricky to do correctly to avoid situations where both variable values would be needed at the same time, but is vital to avoid running out of RAM. Combat Combat can use up a lot of RAM since you need to track the position and hit points of each opponent in addition to the hero and fey dragon companion. For this reason, there are never more than four opponents on the screen. Even enemies that can spawn more of their kind only do so when there are less than four of them on the screen. I also save seven bytes by encoding the X and Y positions of the combatants and any active missile in a single byte instead of using a byte to track each axis. Static Map Games like Ultima have cities where people wander around, and outdoor areas where you see monsters roaming the land. Doing this in my game definitely wasn't feasible, since this would require a huge amount of RAM to track all of these NPC and monster positions. Instead, the town maps have NPCs with fixed positions on the map, and the outdoor map doesn't show opponents until you encounter them. Also for reasons of limited RAM, the game can only track one ship at a time. If one becomes inaccessible and a new one is purchased to replace it, then the old one is lost. Simplified Inventory The game keeps track of the hero's melee weapon, ranged weapon (if any), armor, and a few miscellaneous items. If e.g. their armor is upgraded from leather to chain, then it is presumed that the old suit gets donated to that city's defense effort. This greatly streamlines inventory management and vendor interactions, but more importantly it saves a ton of RAM by not having to track unused equipment. Dungeon State Dungeons in Penult are 8 levels of 16x16 tiles. I wanted to have treasure chests that could be looted, and the game would keep track of which chests have already been looted and which ones hadn't. As there could be chests in any location on any level, there simply isn't enough RAM to keep track of all of these in a normal fashion. The solution I came up with is in a separate blog entry: The Problem of 2048 Treasure Chests. While there were sacrifices that needed to be made along the way, all and all I am quite happy with how much of an "Ultima RPG feel" I was able to create with the limited resources I had to work with.
  2. Death in RPG-style videogames is handled many different ways, depending on the game. If there's not a reasonable chance of death in the game, then players may lose interest because the game is not challenging enough. If the penalty for death is too great, then it may be too discouraging to players, and they may give up on the game. Here are a few possible approaches to handling in-game death: Permadeath This is the most hard-core option. If the character dies in the game, then it is game over, and you need to start from scratch with a new character. This style is common mainly for roguelike games such as NetHack, where challenges are randomly-generated every time you play the game. Restore From Save This is a bit like permadeath in that there is no way for the character to be brought back to life in the game, but the ability to restore from the last saved games gives the player another chance. Within the game narrative, it is as if the death never happened. Resurrection With Penalties This is probably the most common approach in RPG-style videogames. When the character dies, they have the option of being brought back to life, but it has a cost: it could be money, experience points, or loss of equipment. Resurrection With No Penalty Some games allow you to be brought back to life as often as you wish with no real penalty, other than perhaps inconvenience. The original Legend of Zelda is a good example of this. Ultima Series Deaths For Ultima fans, here's a page describing how character deaths are handled throughout the series. Character Death in Penult In Penult, the character and the queen both share a connection to the Fey Realm via their fey companions (Penult Manual). By means of this shared connection, she is able to bring the player's spirit back to her upon death, and create a new body for it to inhabit via her magic. Given this rationale, a resurrected character has no equipment or gold when brought back, and only their experience. It has been said by those who have played it that it is too harsh of a penalty, and discouraging to lose everything after spending so much time earning gold for their equipment. I'm brainstorming other ways to handle death and resurrection. I don't want it to be consequence-free, but I also don't want it to beel too discouraging. My workaround in my latest demo is to have the queen give 100 G.P. per character level, which will at least allow them to partially replace their lost equipment upon death. I'm open to other ideas, but they have to fit logically with the rationale above about how the character is brought back to life by the queen.
  3. There are not a lot of Atari 2600 games that make use of a large amount of text. There are various reasons for this, including ROM size, as well as the fact that many implementations of a text display on the Atari use up a good deal of the limited RAM on the system. Penult has a large ROM size (128K), and makes use of a text display that builds the text lines on the fly to save on RAM (props to @RevEng for help with the initial design from which the Penult implementation had evolved). Penult is largely inspired by the early Ultima series, especially Ultima 3. Conversations in those games were a vital part of the feel of immersion in those games. I was pleased to discover as I was creating a new city that I've already exceeded the lines of dialog in Ultima 3, and I still have more cities to add. Additionally, each non-vendor NPC has a unique name, and a unique dialog. Line length is an issue, though, as I only have 24 characters to work with, although many conversations span multiple lines. Conversation in Ultima 3: Conversation in Penult: For vendors, compared to Ultima 3, the interface has been greatly simplified to allow for easy play with a one-button Atari joystick. Rather than a single vendor being able to sell a variety of weapons and armor, I have multiple specialized vendors each offering one item for sale. For example, in the starting city of Arcadia, you can buy a sling, a mace, or leather armor, each sold by a separate vendor: Penult vendor example: I have a script (UNIX/Mac) to allow me to convert lines of text into data I can include in my program. I'm including it here along with an example just for posterity, and on the small chance that it or the idea behind it could be useful to other developers. ./strconv what brings you here? 21 status__what_brings_you_here message__what_brings_you_here .byte __W, __H, __A, __T, _sp, __B, __R, __I, __N, __G, __S, _sp, __Y, __O, __U, _sp, __H, __E, __R, __E, _qu, $FF strconv
  4. I've been writing a few blog entries with semi-technical notes about the innards of my WIP Ultima-style game. In this one, I talk about keeping track of state in dungeons with extremely limited RAM. I've been working on implementing dungeons in Penult, starting with original data from Ultima 3 for testing purposes. Dungeons in Ultima 3 consist of 8 levels each, and each level is a 16x16 square of tiles. Since there are less than 16 unique tiles, two tiles can be stored in 1 byte of ROM, so a full dungeon takes up 1024 bytes of ROM space. Due to extremely limited RAM (256 bytes for a SuperChip cartridge), only the currently visible portion of a level is loaded into RAM. The problem with this approach is that there are treasure chests distributed throughout the dungeon. If the player loots one, it should either vanish, or show an open chest, and not give the option to loot that chest again. I could keep track of which chests have or haven't been looted throughout the dungeon, and override the chest information loaded from ROM with the current state of the chests. With the dungeon having 8 levels, and each level being 16x16, there are 2048 tiles in the dungeon, so 2048 possible places a chest could reside. Even if the chest state (looted or not) is stored as a single bit, this would take 256 bytes of RAM - which is all the available RAM, which obviously not feasible. (dungeon view and treasure chests in Ultima 3 (left) vs Penult (right)) On the plus side, due to the smaller visible range while in a dungeon, much of the RAM used for the visible tiles during the rest of the game is not used here. Specifically, I use 84 bytes for the 12x7 screen, but only 30 bytes for the max 6x5 screen while in a dungeon, so this leaves me with 54 free bytes. How can these be used short of storing the state of every single tile in the dungeon? First, I can at least track the state of the tiles on the current level. Each level has 16x16 = 256 tiles, so if the state of each is stored as one bit, then this will take 32 bytes. How to deal with the remaining levels, though? If I only tracked the current level, then the player could go to a different level, then immediately return to the previous level to loot the same chests again. The solution I came up with involves tracking the state of previously-visited levels in sections. I divide the levels into 16 4x4 sections, and if any chests in that section have been looted, the whole section is marked as looted. When a level is revisited, the chest information is loaded into RAM, and then the section information is used to mark any chests as looted on the level in sections that have been marked as looted. While this method isn't exact, it should be close enough that the difference would not usually be noticed by players. It is coincidence that the chests from the 37-year-old dungeon data that I'm using seems to align neatly with the sections I defined, but I can do that intentionally when creating my own content. The section data for each level takes up 2 bytes using this method, or 16 total bytes for all levels, plus 32 bytes for the chest data for the current level which comes to 48 bytes total, out of the 54 extra available in dungeon mode. Downsides: This approach does have a few downsides. The main one is that using all of the variables that aren't used by the smaller display means that I can't switch back to the regular display while in the dungeon. Cases where I would normally do so would be when displaying the stats screen, or when in combat. This means that I'll need to come up with dungeon view specific versions of each of those screens. In the case of combat at least, I think this will end up being more of a positive than a negative, since it will lend a different feeling to dungeon battles vs outdoor battles. (Current stats screen)
  5. Karl G

    Penult Timing

    I've been writing a few blog entries with semi-technical notes about the innards of my WIP Ultima-style game. In this one, I describe how I handle all of the game's tasks without running out of CPU time. With many Atari games, especially ones that do not make use of a coprocessor like the ARM, limited CPU time for game logic can be a challenge. Since Penult is a turn-based game, timing isn't as critical for many of the game's tasks. I have divided all of the game's tasks into tasks that need to run every frame, and tasks that can run once every 4 frames. The tasks that can run every 4 frames are further divided into tasks that run before the visible screen is displayed (vertical blank), and tasks that run after the visible screen is drawn (overscan). For the most part, after breaking up the tasks like this, running out of CPU time hasn't been much of an issue. A big exception was the map loading and visibility code. Every frame, whatever portion of the map is loaded into RAM is displayed during the visible screen. Every 4 frames, the currently-visible portion of the current map is loaded into RAM (which may or may not have changed since last time). The tricky part is that once these have been loaded in RAM, the visibility code must be run to blank out tiles that would not be visible from the current position. Both of these tasks must be done before the next time the visible screen is displayed: Map before visibility blanking: Map after visibility blanking: The denser forest tiles should obscure tiles behind them, and hide the city from view from that position. Here's a broad overview of game tasks, and when they are performed: Tasks Before Visible Screen (Vertical Blank): All frames: Set P0 and P1 positions, Update wind, Sound / music updates Frame 0: Check turns and hunger, check for encounter, set status / text fields Frame 1: Line of sight code or combat logic or stat screen stats Frame 2: Menuing, button, joystick, movement Frame 3: Currently nothing Tasks After Visible Screen (Overscan): All frames: Currently nothing Frame 0: Stat screen base or combat arena or load town/outdoor map Frame 1: Joystick delay / repeat Frame 2: Process map triggers Frame 3: Load ship and other movable tiles
  6. While I have aimed to keep my WIP 2600 homebrew Penult within 64K, I've always known there was a possibility that it could go to 128K. Maps and text strings take up a lot of this space, and I'm going to need a good amount more of both to finish the game. What made me make the choice to switch to 128K was sitting down and doing the math comparing what I have planned with what space I have left. I'm looking at dungeons now, and those maps alone will use up much of my remaining space. The good news is that I've successfully switched my code over to a bankswitching scheme that supports 128K (DFSC as described in this topic), so I can continue development without worrying about running out of space. I'm curious now if anyone has published a 2600 homebrew game that was this large yet?
  7. Karl G

    Penult Maps

    I have enjoyed @SpiceWare's blog entries about the making of his games, so I thought I'd try my hand at it for my upcoming game Penult. My first demo was pretty much just a map viewer for the Ultima 3 world map. I chose Ultima 3 because it actually has the smallest world map: only 64x64 tiles. Converting the Ultima 3 map to data I could use in my initial demo wasn't difficult, but the first problem was that it was still too big: 64x64 bytes equals 4096 bytes, or exactly the size of one bank. This doesn't account for the 256 bytes I lose by using SuperChip RAM, nor does it leave any room for code to access the data. Since there were less than 16 unique glyphs in the map data, I was able to convert each tile to a nybble, so that one byte contained the data for two adjacent tiles. This gave me plenty of space to contain the entire Ultima 3 world map. When I switched to my own world map, I made the size a bit bigger: 80x64 tiles. Town maps were another issue. Each of these in Ultima 3 are also 64x64 tiles, and they have many more than 16 unique glyphs, so my compression trick would not work. Furthermore, even if it did fit, having each castle and town take up one bank each would cause me to quickly run out of space. Instead, my castle/town maps are 48x34 tiles in size, and I can fit two of these maps along with the code to access them per bank. For making my own maps, I use the Tiled app. I'll show how the current version of Queen Avaline's castle looks in the Tiled editor. I'm picking that one because it's likely to change greatly before the final version - it has unused areas and hidden areas that I'll alter before the final version. Just to be sure, though, I'll put the screenshot in a spoiler tag: The game uses whatever tile is in the upper-left corner (grass, in this case) as a "filler" tile to fill in the edges of the map as the character comes to the edges of the map: I export the map to CSV format, and I have a custom script that converts this data to data I can include in my source file: The script to convert the world map is more complicated. Unlike the town maps, the world map wraps, so there is some redundant data to make the loading of the map quicker. Additionally, the data is compressed by converting to nybbles as described above. Here is the script I use to convert the CSV export of the world map to the format I need: Still left to do on the map front is figure out if I want smaller "village" maps to save space for remaining towns, and I need to figure out how I want to handle dungeon maps.
  8. Karl G

    Ultima 3 Musings

    I've recently started playing the PC version Ultima III: Exodus via DOSBox with an upgrade patch to allow for EGA graphics and midi music to more closely match the colors and music of the original on other platforms. The PC version out of the box uses CGA graphics and has no music. This was my introduction to the series, but I didn't play it on a computer when it came out initially, but rather on the NES many years later. I hadn't heard of the game, and I was blown away. The NES version has a different look and feel compared to the computer versions, but it is otherwise a decently faithful port. I think this is the installment that made the series really take off in a big way. You could form a party of 4 characters, with several race and class choices with different strengths and weaknesses. The choices can really make a difference in the effectiveness and survivability of the party. It is also the only one of the series where there isn't really a central hero. You make 4 characters, assign a marching order, and begin adventuring. If those 4 are all killed, then you can create 4 more, and resume with the world in the state that you left it. You can also freely swap out party members with new ones as needed. Official Ultima cannon says that the Stranger / Avatar is among these heros, but I prefer to think that he/she just decided to sit this one out, and let the land solve its own problems for once. I have a soft spot for the NES ports of Ultima, since that was my introduction to this awesome series. I think I'm actually too big of a fan to attempt my own port to the Atari, but I would like to take a stab at producing something very heavily inspired by Ultima III.
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